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球体をかじる。
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#pragma once #include "ofMain.h" class ofApp : public ofBaseApp { public: void setup(); void update(); void draw(); void keyPressed(int key) {}; void keyReleased(int key) {}; void mouseMoved(int x, int y) {}; void mouseDragged(int x, int y, int button) {}; void mousePressed(int x, int y, int button) {}; void mouseReleased(int x, int y, int button) {}; void windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; ofEasyCam cam; ofMesh mesh, frame; vector<ofMeshFace> triangle_list; vector<glm::vec3> random_walk; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(39); ofSetColor(255); ofNoFill(); ofEnableDepthTest(); auto ico_sphere = ofIcoSpherePrimitive(300, 4); this->triangle_list.insert(this->triangle_list.end(), ico_sphere.getMesh().getUniqueFaces().begin(), ico_sphere.getMesh().getUniqueFaces().end()); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->mesh.clear(); this->frame.clear(); this->random_walk.clear(); auto radius = 250; glm::vec3 noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); for (int i = 0; i < 150; i++) { auto location = glm::vec3( ofMap(ofNoise(noise_seed.x, ofGetFrameNum() * 0.06 + i * 0.03), 0, 1, -radius * 1.2, radius * 1.2), ofMap(ofNoise(noise_seed.y, ofGetFrameNum() * 0.06 + i * 0.03), 0, 1, -radius * 1.2, radius * 1.2), ofMap(ofNoise(noise_seed.z, ofGetFrameNum() * 0.06 + i * 0.03), 0, 1, -radius * 1.2, radius * 1.2)); this->random_walk.push_back(location); } for (int k = 0; k < this->triangle_list.size(); k++) { glm::vec3 avg = (this->triangle_list[k].getVertex(0) + this->triangle_list[k].getVertex(1) + this->triangle_list[k].getVertex(2)) / 3; bool flag = true; for (auto& location : this->random_walk) { if (glm::distance(avg, location) < 80) { if (glm::length(location) < radius + 20 && glm::length(location) > radius - 20) { flag = false; continue; } } } if (flag == false) { continue; } vector<glm::vec3> vertices; vertices.push_back(glm::normalize(this->triangle_list[k].getVertex(0)) * radius); vertices.push_back(glm::normalize(this->triangle_list[k].getVertex(1)) * radius); vertices.push_back(glm::normalize(this->triangle_list[k].getVertex(2)) * radius); this->mesh.addVertices(vertices); this->frame.addVertices(vertices); for (int k = 0; k < vertices.size(); k++) { auto alpha = radius < 250 ? 255 : ofMap(radius, 250, 320, 255, 0); this->mesh.addColor(ofColor(0, alpha)); this->frame.addColor(ofColor(255, 255, 255, alpha)); } this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 3); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); this->frame.addIndex(this->frame.getNumVertices() - 2); this->frame.addIndex(this->frame.getNumVertices() - 3); this->frame.addIndex(this->frame.getNumVertices() - 3); this->frame.addIndex(this->frame.getNumVertices() - 1); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum()); ofSetLineWidth(0.5); this->mesh.draw(); this->frame.drawWireframe(); ofSetColor(255); ofSetLineWidth(3); ofBeginShape(); ofVertices(this->random_walk); ofEndShape(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |